Actions

Difference between revisions of "Broomstick Riding Rules"

From Hayashi Park Potterverse for 5th ed. Dungeons and Dragons (5e)

 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
[[Category:Rules]]
 
[[Category:Rules]]
 +
 +
The hallmark of non-instantaneous travel in the wizarding world, the broomstick allows the user to fly through the air at great speeds. Using a broomstick requires use of the Ride skill. Provided you are trained in Ride, you may mount, dismount, and simply ride a broomstick without making a check. Other actions on a broomstick, such as quick 180 degree turns, dives, and flying without hands, require checks. See the section on flying in Ride for more information on usage of the skill. Each broomstick below has a listed speed, which indicates how far the rider can move with one move action. Similar to on foot, a character on a broom may use the full-round Run action to move up to five times the broom’s speed, provided the movement is a straight line; this restriction may, of course, be bent at GM discretion. Unlike on foot, a character on a broom may use the unique full-round Dash action to move up to three the broom’s speed; while using Dash, a character on a broom, a character need not move in a straight line, but she rolls Ride checks at disadvantage. Additionally, to change flight direction while Dashing a character must pass a DC 20 Ride check or is unseated. A character may not use the Dash or Run actions unless she spent the entirety of the previous round on the same broom. Slowing effects on a character riding a broom have no effect on the speed of the broom, but most slowing spells can target brooms instead. Each broom has an SD of 15 while ridden and 10 otherwise.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]
 +
 +
-----
 +
 +
=== Broomsticks 1990s & later ===
 +
 +
{| class="wikitable"
 +
| Name || Speed || Ride Modifier || Hardness || Hit Points || Price (G)
 +
|-
 +
| Cleansweep Six || 70 || +1 || 5 || 6 || 40
 +
|-
 +
| Cleansweep Seven || 80 || 0 || 7 || 8 || 70
 +
|-
 +
| Cleansweep Eleven || 90 || +1 || 9 || 7 || 120
 +
|-
 +
| Comet 260 || 80 || +1 || 8 || 8 || 80
 +
|-
 +
| Comet 290 || 100 || 0 || 10 || 7 || 150
 +
|-
 +
| Firebolt || 110 || +1 || 10 || 8 || 190
 +
|-
 +
| Nimbus 2000 || 90 || 0 || 9 || 8 || 110
 +
|-
 +
| Nimbus 2001 || 100 || +1 || 10 || 6 || 160
 +
|-
 +
| Shooting Star || 70 || 0 || 6 || 7 || 40
 +
|-
 +
| Starsweeper XXI || 140 || 0 || 12 || 6 || 250
 +
|-
 +
| Thunderbolt VII || 150 || -1 || 10 || 6 || 250
 +
|-
 +
| Varápidos || 130 || 0 || 11 || 6 || 250
 +
|-
 +
| Yajirushi || 120 || +1 || 12 || 6 || 250
 +
|}
 +
 +
[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]
 +
 +
-----
 +
 +
=== Broomstick aerial maneuvers ===
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6: Line 48:
 
|Guide with Knees || (Free) || 5 || A successful check at the beginning of your turn allows you to have both hands free for other actions. A failed check results in you having no free hands while riding this round. This check does not take an action. You may not use Guide with Knees in combination with the Dash or Run actions.
 
|Guide with Knees || (Free) || 5 || A successful check at the beginning of your turn allows you to have both hands free for other actions. A failed check results in you having no free hands while riding this round. This check does not take an action. You may not use Guide with Knees in combination with the Dash or Run actions.
 
|-
 
|-
|Recover || (Free) See text || Whenever an effect causes you to become unseated from your mount, you may roll a Reflex save of DC 15. If you succeed, you manage to grab hold of your mount, but must still spend a move action to fully remount. If you fail, you fall from your mount and roll the Acrobatics check to land on your feet at disadvantage.
+
|Recover || (Free) || See text || Whenever an effect causes you to become unseated from your mount, you may roll a Reflex save of DC 15. If you succeed, you manage to grab hold of your mount, but must still spend a move action to fully remount. If you fail, you fall from your mount and roll the Acrobatics check to land on your feet at disadvantage.
 
|-
 
|-
 
|Fly Sideways or Upside-down || (Free) || 20 || A character may wish to reposition her body relative to her broom for a variety of reasons, such as to give her broom three-quarters cover from a particular direction. This action may only be taken on a broomstick. A character riding sideways or upside-down may return to a standard seating position as a free action on her turn.
 
|Fly Sideways or Upside-down || (Free) || 20 || A character may wish to reposition her body relative to her broom for a variety of reasons, such as to give her broom three-quarters cover from a particular direction. This action may only be taken on a broomstick. A character riding sideways or upside-down may return to a standard seating position as a free action on her turn.

Latest revision as of 16:54, 14 July 2018


The hallmark of non-instantaneous travel in the wizarding world, the broomstick allows the user to fly through the air at great speeds. Using a broomstick requires use of the Ride skill. Provided you are trained in Ride, you may mount, dismount, and simply ride a broomstick without making a check. Other actions on a broomstick, such as quick 180 degree turns, dives, and flying without hands, require checks. See the section on flying in Ride for more information on usage of the skill. Each broomstick below has a listed speed, which indicates how far the rider can move with one move action. Similar to on foot, a character on a broom may use the full-round Run action to move up to five times the broom’s speed, provided the movement is a straight line; this restriction may, of course, be bent at GM discretion. Unlike on foot, a character on a broom may use the unique full-round Dash action to move up to three the broom’s speed; while using Dash, a character on a broom, a character need not move in a straight line, but she rolls Ride checks at disadvantage. Additionally, to change flight direction while Dashing a character must pass a DC 20 Ride check or is unseated. A character may not use the Dash or Run actions unless she spent the entirety of the previous round on the same broom. Slowing effects on a character riding a broom have no effect on the speed of the broom, but most slowing spells can target brooms instead. Each broom has an SD of 15 while ridden and 10 otherwise.[1]


Broomsticks 1990s & later

Name Speed Ride Modifier Hardness Hit Points Price (G)
Cleansweep Six 70 +1 5 6 40
Cleansweep Seven 80 0 7 8 70
Cleansweep Eleven 90 +1 9 7 120
Comet 260 80 +1 8 8 80
Comet 290 100 0 10 7 150
Firebolt 110 +1 10 8 190
Nimbus 2000 90 0 9 8 110
Nimbus 2001 100 +1 10 6 160
Shooting Star 70 0 6 7 40
Starsweeper XXI 140 0 12 6 250
Thunderbolt VII 150 -1 10 6 250
Varápidos 130 0 11 6 250
Yajirushi 120 +1 12 6 250

[2]


Broomstick aerial maneuvers

Task (Action Type) Ride Check DC Notes
Guide with Knees (Free) 5 A successful check at the beginning of your turn allows you to have both hands free for other actions. A failed check results in you having no free hands while riding this round. This check does not take an action. You may not use Guide with Knees in combination with the Dash or Run actions.
Recover (Free) See text Whenever an effect causes you to become unseated from your mount, you may roll a Reflex save of DC 15. If you succeed, you manage to grab hold of your mount, but must still spend a move action to fully remount. If you fail, you fall from your mount and roll the Acrobatics check to land on your feet at disadvantage.
Fly Sideways or Upside-down (Free) 20 A character may wish to reposition her body relative to her broom for a variety of reasons, such as to give her broom three-quarters cover from a particular direction. This action may only be taken on a broomstick. A character riding sideways or upside-down may return to a standard seating position as a free action on her turn.
Turn on the Spot (See text) 10 Normally, a character must make multiple 90-degree turns to change direction on a mount. A successful Turn on the Spot check allows a character to change direction in the same square. This action costs one square of movement and cannot be taken during the Run action.

[3]